Minecraft - 1.19.80 (Bedrock)
- 技术更新
- 完整日志
Updated Add-On Template Packs
- Updated Add-On templates for 19.80 with new resources, behaviors, and documentation are available to download at aka.ms/MCAddonPacks
General
- For behavior packs using version 1.19.80 and above, recipes no longer accept a Molang query for the item's data field, instead use the item's full name, eg. use { "item": "namespace:actor_spawn_egg" } instead of { "item": "spawn_egg", "data": "query.get_actor_info_id('namespace:actor')" }
- Fixed an issue that caused the InteractComponent to not work correctly while sneaking (MCPE-168449)
Commands
- The /execute command now displays an appropriate error message when there is an error in the second or subsequent subcommand target selector (MCPE-164304)
- Provide auto-complete support for block states
- Added two new overloads to the summon command:
- /summon [spawnPos : x y z] facing <position: x y z> [spawnEvent: string] [nametag: string]
- /summon [spawnPos : x y z] facing <lookAtEntity: target> [spawnEvent: string] [nametag: string]
- Fixed an issue where the paste button in the Command Block UI would remember extra presses from failed pastes (MCPE-163705)
- For worlds using game version 1.19.80 and above, acquiring a custom spawn egg through a command can only succeed with their full name rather than with an aux value, eg. "/give @s namespace:actor_spawn_egg"
- "fence" block is now split into unique names, "oak_fence", "acacia_fence", "birch_fence", "dark_oak_fence", "jungle_fence", and "spruce_fence"
- Commands will still work with "fence", but only new fence name will be suggested in the command prompt
- Removed requirement for blockState argument(s) when using other optional args in /fill /setblock and /clone (MCPE-167959)
- Implemented the "inputpermission" command, which allows for setting the player's camera or movement as enabled or disabled
- Syntax: /inputpermission set <target: player> <permission: camera | movement> <state: enabled | disabled>
- Implemented the "haspermission" target selector, which allows for selection based on player permission levels
Game Events
- item_interact_finish game event now has a vibration frequency of 2 instead of 14
- item_interact_start is no longer considered a detectable vibration
- Reeling a fishing rod now emits projectile_shoot vibration
Data-Driven Components
- Added "lose_target" field to projectile data to specify if an entity should unselect its target after shooting the projectile
- Added a new Transformation component for blocks to support rotation, scaling and translation. The component can be added to the whole block, and/or to individual block permutations. Eg.
"minecraft:transformation": {
"translation": [0.0, 0.1, -0.1],
"scale": [0.5, 1, 1.5],
"rotation": [90, 180, 0]
}
- Transformed geometries still have the same restrictions that non-transformed geometries have, eg. a maximum size of 30/16 units
Add-Ons and Script Engine
- Chance information types used in tree feature JSONs for some trunks and foliage now allow 0 as the chance (values like 0.0001 were allowed, but not 0)
- Form promises are now rejected using typed errors, vs. strings as used previously
Entity Filters
- Created new entity filter "is_raider" to determine if subject is part of a raid
AI Goals
- Added "cooldown" field to target descriptors in "minecraft:behavior.nearest_attackable_target" goal
Blocks
- Deprecated minecraft:part_visibility block component
- Added bone_visibility behavior to minecraft:geometry block component
ItemStack
- Added function getTags(): string[] - Returns all tags for the item
- Added function hasTag(tag: string): boolean - Returns true if the item has the specified tag
EntityEquipmentInventoryComponent
- This component is used to manipulate the equipment of mobs and players. To use it, call getComponent('equipment_inventory')
- Added function getEquipment(equipmentSlot: EquipmentSlot): ItemStack | undefined - Returns the item in the given equipment slot
- Added function getEquipmentSlot(equipmentSlot: EquipmentSlot): ContainerSlot - Returns the container slot for the given equipment slot
- Added function setEquipment(equipmentSlot: EquipmentSlot, itemStack?: ItemStack): void - Sets the item in the given equipment slot
ItemDurabilityComponent
- The ItemDurabilityComponent now works with all damageable items, not just custom items
- Removed property damageRange
- Setting damage will now throw an exception if it is outside of the range [0, maxDurability]
Marketplace
- In the map WDW Magic Kingdom, the carts on the Big Thunder Mountain, Snow White and the Seven Dwarves, and Space Mountain rides now properly align with the invisible Minecart they are attached to
Servers
- Blocks can now optionally (via a setting in StartGamePacket) use a hashed value for their network IDs. This hashed value is independent of all other blocks and remains stable across future releases
GameTest Framework
- Updated specific GameTest exceptions to be thrown as GameTestError error objects
- Added two new commands:
- /gametest stopall - Used to manually stop all tests while they are running
- /gametest runsetuntilfail - Used to run a set of tests but will automatically stop if any of the tests fail
API (Experimental)
- Updated versions to add new APIs to stable:
- Added version 1.1.0 of @minecraft/server
- Added version 1.2.0-beta of @minecraft/server
- Removed version 1.1.0-beta of @minecraft/server
- Moved the following to @minecraft/server stable (1.1.0)
- system.runTimeout
- system.runInterval
- system.clearRun
- system.currentTick
- Vector3
- BlockPermutation (only a subset of functionality)
- Block
- Dimension.getBlock
- World.sendMessage
- Player.sendMessage
- Entity.dimension
- Entity.typeId
- Entity.getVelocity()
- Entity.location
- Entity.getHeadLocation()
- Entity.nameTag
- Entity.id
- Entity.getViewDirection()
- Dimension.getEntities
- Dimension.getEntitiesAtBlockLocation
- Dimension.getPlayers
- EntityQueryOptions
- EntityQueryScoreOptions
- GameType
- World.getPlayers
- Minecraft runtime errors are now fired as JavaScript Error objects instead of strings
- Fixed a number of base class inheritance issues and added several new base classes to certain class types
- /reload works if a script pack references a client resource pack
- Fixed a bug where the BeforeItemUseOnEvent function getBlockLocation would return undefined (MCPE-166945)
- The BeforeItemUseOnEvent class now inherits from ItemUseOnEvent
- Fixed a bug where sendMessage would fail when the message contains Unicode quotation marks
- Signs
- Added setText to set the text on a sign with a regular string, a RawMessage, or a RawText
- Added getText to get the string on a sign, will return undefined if setText was called with a RawMessage or a RawText
- Added getRawText to get the RawText on a sign, will return undefined if setText was called with a string
- Added getTextDyeColor and setTextDyeColor to read/write the dye of the sign text
- Dyes
- Added DyeColor enum
- sendMessage
- rawtext is now RawMessage[] instead of (string | RawMessage)[]
- RawMessage
- rawtext property on RawMessage is no longer (string | RawMessage)[] and is instead RawMessage[]
- RawText
- Added a RawText class for reading RawMessage like on Signs
- Riding
- Added getRiders to EntityRideableComponent which returns an array of all the entities currently riding this entity
- Added EntityRidingComponent - this component is only on entities that are currently riding on another entity
- Has an entityRidingOn property that returns the entity this entity is currently riding on
- Added function getEntity(id: string): Entity | undefined - Gets an entity. Returns undefined for entities that don't exist or aren't loaded
- Dimension
- getEntities
- Modified return type to Entity[]
- Modified parameter name getEntities to options
- New signature: getEntities(options?: EntityQueryOptions): Entity[]
- getPlayers
- Modified return type to Player[]
- Modified parameter name getPlayers to options
- New signature: getPlayers(options?: EntityQueryOptions): Player[];
- @minecraft/server-ui
- When building forms, all read-only user-facing strings (e.g., text labels, dropdown options etc.) now accept RawMessage This affects the following classes:
- ActionFormData
- ModalFormData
- MessageFormData
- Added function getItemStack(amount?: number, withData?: boolean): ItemStack - Gets an item stack of the block. Returns undefined for blocks that don't have a corresponding item (e.g. air)
- When building forms, all read-only user-facing strings (e.g., text labels, dropdown options etc.) now accept RawMessage This affects the following classes:
- BlockPermutation
- Added function getItemStack(amount?: number): ItemStack – Creates an item stack of the block permutation. Returns undefined for blocks that don't have a corresponding item (e.g. air)
- Removed data property
- BlockComponent
- Added read-only property block - Gets the block that the component is attached to
- Renamed IEntityComponent to EntityComponent
- Container
- Replaced classes
BlockInventoryComponentContainer, InventoryComponentContainer, and PlayerInventoryComponentContainer with Container - function addItem now returns the remainder of the added item stack if the container is full, else undefined
- function transferItem no longer takes a destination slot and will now place the given item in the first available slot. The function now returns the remainder of the item stack if the container is full, else undefined
- Added function moveItem(fromSlot: number, toSlot: number, toContainer: Container): void - Moves an item from one container to another, replacing any item in the destination slot
- Function swapItems can now swap empty slots
- Removed function clearItem - Please use setItem(undefined) instead
- Replaced classes
- Signs
- Fixed an issue where text set on Signs using setText wasn't reflected on Signs on the client until the Sign was reloaded
- getComponent('minecraft:sign') now works with Hanging Signs
- getEntities
游戏内容更新
Posted: April 26, 2023
It’s time for a new quality-of-life update containing a variety of changes, fixes, and experimental features! Let’s jump into the highlights:
- Fixed multiple crashes that could occur during gameplay
- Added settings to adjust item enchantment glint strength and speed
- Take an early look at cherry blossom trees, armor trims, and more with experimental features
- Fixes to over 40 community-reported issues
Please continue to upvote and report any new bugs at bugs.mojang.com and leave us your feedback at feedback.minecraft.net.
Experimental Features:
Even more experimental features are available in this update that are coming in the Trails & Tales update!
As these features are still incomplete, in development, and considered a work in progress, be sure to backup your worlds before enabling experimental features. The features can be enabled by turning on the “Next Major Update” toggle in world settings.
Player Sneaking
- The ability to sneak under 1.5 block gaps is now behind the “Short Sneak” toggle. Enable the toggle to continue to test out the feature while we continue polishing it
- Player’s hitbox height now reduces to 1.5 blocks while sneaking
- Sneaking will automatically be initiated while stuck in a gap of less than 1.8 blocks
- Sneaking will lower the player camera height respective of these changes
- Sneaking now requires enough space to stand in order to exit sneaking state
- Players will transition from swimming to sneaking if they are unable to stand up but would be able to sneak
Cherry Grove
- Introducing the Cherry Grove biome, with pretty Cherry Blossom trees. You can find it in the mountains, like Meadows
- It has a new flower, Pink Petals, as ground cover, which can be crafted into Pink Dye
- Pigs, Rabbits, Sheep, and Bees spawn there
- Comes with a new wood set for the Cherry Blossom trees
Archaeology
- Added the Trail Ruins, a buried structure from a lost culture
- Added Suspicious Gravel block, which has the same characteristics as Suspicious Sand
- Added Suspicious Sand to Warm Ocean Ruins
- Added Suspicious Gravel to Cold Ocean Ruins
- Added 16 new Pottery Shards (Now 20 Pottery Shards in total)
- These have been distributed between the five Archaeology sites: Desert Wells, Desert Temples, Cold Ocean Ruins, Warm Ocean Ruins, and Trail Ruins
Armor Trims
- You can now visually customize your armor with a variety of unique trims at the Smithing Table
- Armor Trims are purely visual with no gameplay benefits, and can only be applied to Helmets, Chestplates, Leggings, and Boots
- All trim patterns are visually the same on an armor's item icon, but the color will still change based on the trim material
- To check which trim pattern a piece of armor has, you can hover over it in the inventory
- An Armor Trim has two properties: a pattern and a material
- The pattern is defined by the Smithing Template used to apply the trim, and represents the visual pattern of the trim
- The material is defined by what ingredient you used to apply the trim, and represents the color of the trim
- The viable ingredients you can use to define the color of your Armor Trim are the following:
- Iron
- Copper
- Gold
- Lapis
- Emerald
- Diamond
- Netherite
- Redstone
- Amethyst
- Quartz
Smithing Templates
- Smithing Tables have been redesigned into a workstation for physical equipment upgrades and modifications
- Alongside slots for combining a piece of equipment and materials, there is now a required slot for an item type called Smithing Templates
- Smithing Templates define what type of upgrade you will be making to equipment
- It specifies both what type of items you can upgrade, and which ingredients are valid to customize the upgrade
- There are currently two categories of Smithing Templates: Armor Trim and Netherite Upgrade
- Armor Trim Smithing Templates can be found all throughout the world, and each of the following structures contain their own unique Smithing Template:
- Pillager Outpost: Sentry Armor Trim
- Desert Pyramid: Dune Armor Trim
- Shipwreck: Coast Armor Trim
- Jungle Temple: Wild Armor Trim
- Ocean Monument: Tide Armor Trim
- Ancient City: Ward Armor Trim
- Woodland Mansion: Vex Armor Trim
- Nether Fortress: Rib Armor Trim
- Bastion Remnant: Snout Armor Trim
- Stronghold: Eye Armor Trim
- End City: Spire Armor Trim
- Trail Ruins: Wayfinder Armor Trim, Raiser Armor Trim, Shaper Armor Trim, Host Armor Trim
- Ancient City: Silence Armor Trim
- Smithing Templates are found in Chests in their respective structure, except for the Ocean Monument. Instead of finding it in Chests, Elder Guardians sometimes drop a Smithing Template when defeated
- Some Armor Trim Smithing Templates are rarer than others, so be on the lookout for them to impress your friends!
- Smithing Templates are consumed when used to upgrade an item in the Smithing Table
- You can craft a copy of a Smithing Template in the Crafting Table with 7 Diamonds + 1 block of material that the template is made out of + 1 Smithing Template, which will output 2 of the same Smithing Template
Netherite Equipment
- Netherite equipment crafting now also requires a Netherite Upgrade Smithing Template
- Netherite Upgrade Smithing Templates can be found randomly in all Bastion Remnant chests, and there is a guarantee of 2 in every Treasure Room Bastion Remnant
- This change was made for a variety of reasons:
- Increases the time players utilize Diamond equipment before Netherite
- Make Netherite equipment a more significant achievement in the game's progression
- Adapts Netherite more naturally into the new Smithing Table crafting system
Calibrated Sculk Sensors
- A new variant of Sculk Sensors which allows you to filter vibrations based on their frequency level. They are not found naturally and can only be crafted
- They can be crafted with 1 Sculk Sensor and 3 Amethyst Shards in the Crafting Table
- One side of the Calibrated Sculk Sensor can receive a Redstone signal as input
- The strength of that Redstone signal is the only vibration frequency the Sculk Sensor will listen to
Vibration Resonance
- Blocks of Amethyst have a new behavior when placed adjacent to Sculk Sensors
- If that Sculk Sensor receives a vibration, the Block of Amethyst will re-emit its frequency as a separate vibration at its location
- This behaviour is called Vibration Resonance, and allows players to move vibration frequencies across long distances without having to recreate the vibration naturally
Sign Improvements
- Signs have improved customization options
- Sign text can now be edited after being placed in the world
- This can be done by interacting with the Sign
- Both sides of the Sign can now have separate text and colors, allowing for further customization options
- By default, a Sign will prompt you to input the front side's text when placed
- To apply text to the back-side, you must walk to the other side and interact with that face to edit it
- Signs can now also be waxed with Honeycomb, preventing any further edits to its text
Vanilla Parity:
-
Renamed and enchanted weapons are now displayed in respawn and chat windows with color when a player is killed by an entity using it (MCPE-162679)
-
Weighted Pressure Plates now produce the same sound as in Java Edition (MCPE-164912)
-
Removed the character limit for scoreboard objective names and objective display names (MCPE-165064)
-
Melons and Pumpkins can now grow onto Mud, Podzol, Rooted Dirt, and Muddy Mangrove Roots
-
Nylium blocks are now grouped with Netherrack in the Creative inventory (MCPE-163587)
-
Armor Stands now vanish with no sound effects when killed with the /kill command (MCPE-159136)
-
Slightly decreased Panda collision box to match Java Edition
-
Slightly increased Polar Bear collision box to match Java Edition
-
Shipwreck supply chests are no longer missing Moss Block as loot (MCPE-168376)
-
Mobs will once again take damage when standing on an incomplete block next to a Campfire (MCPE-167479)